Quick answer: Add boundary probes at level corners and along edges so the tetrahedral network fully encloses every renderer. Use Light Probe Visualization to confirm coverage.

Console warning: “Renderer is outside the Light Probe Group’s tetrahedral volume.” Renderer’s lighting jumps when crossing the boundary.

The Symptom

Specific renderers (objects near level corners) trigger warnings. Their lighting may pop or use stale values when they move.

The Fix

Open the Light Probe Group. Edit Probes button. Add probes at every corner of your level’s rough bounding box, plus mid-points on long edges.

Boundary probe placement (typical level):
  - 8 probes at corners (level cube)
  - 4 probes at mid-points on top edges
  - 4 probes at mid-points on bottom edges
  Plus interior density per light contrast region

Re-bake. Network now encloses everything. Warnings disappear.

Visualization

Window → Rendering → Lighting → Light Probe Visualization → Show Tetrahedra. Scene view renders the tetrahedral mesh. Move a test object; it should always sit inside a tetrahedron.

Verifying

Re-bake. Console clear of out-of-volume warnings. Move objects to corners; lighting interpolates instead of popping.

“Boundary probes. Visualize. Re-bake. Network covers.”

Related Issues

For light probe seams, see probe seams. For lightmap banding, see lightmap banding.

Probes at edges. Network covers level.